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Hey magicians!
I've been using the new whitewater system and have come across a glitch? How would I get rid of those small dots lining across the sim?
Also, would anyone know of a good place to learn just the whitewater system? It is a bit confusing when coming from the 16.5 WW system. The scene is supposed to be a stormy ocean for any feedback you may have, which I would love.
Thanks.
H17_WhiteWater_Test_01.mov

I'm wondering what would be the best way of approaching an hourglass effect where the sand goes upwards. The hourglass has to be taken out of Houdini and into Maya and is going to be placed into a scene ontop of a table.
Any help with how you would tackle this kind of effect.

Hi all
So I have a question about the new versions of the For-Each node, particularly the Numbers one, I have been following a tutorial from Anastasia Opera, and during the tutorial she uses a For-Each subnetwork node now I understand what this node is doing collecting the data from the box_id, Anastasia also gave the node a stamp name which will be used a bit later on for a blast node to specifically target some points following the local path hence why the stamp name was given to the For-Each Subnetwork node in order to lead a path towards a node that contains specific points with a number that is less than 3 which I understand is the point number and can also see it infant of me.... but now here is where I get confused in the new version of Houdini 17 the Subnetwork node has been disabled and be re-enabled but instead I would like to understand what on earth is up with the new For-Each Numbers node, it has some weird dodgy layout that just throughs me right off!! I would not mind trying to re-create the tutorial using this new node but its proving to be a challenge as I have no idea where to place the nodes that help in set things up for procedural modelling which I have tried to place things in myself but ended up with nothing but more errors.
if someone could please help that would really awesome and I would really appreciate it.
Kindly
Ahmet .B

Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated!
TsunamiWave_FX_v01.hipnc

hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini.
Wall_Fracture63.hipnc
fist.abc

Hi,
I was following this tutorial from pluralsight about architectural destruction in houdini and I am stuck at a part where I used a sphere to visualize a destruction of the building however instead of destroying the building pieces starts to fly diagonally upwards. I tried everything but cant come up with a solution. Please help. As far as I can tell the problem exists inside the geometry vop which is inside of dopnet which is inside of sim obj node. I will be highly obliged . Thanks@!
destruction.hip

Hi my name is abhigyan and i just joined this forum. I am new to houdini for almost 3-4 months at max. I was learning c4d and after effects before that. I love programming as well(python, javascript). The thing is as much as I love houdini I get confused as to how I go about learning it. It feels so overwhelming. No matter how many tutorials I watch I am just not able to grasp some concepts. How do I go about it? I am sorry if I didnt follow some rules here since I am new.

Hi,
Currently banging my head against a brick wall on how to create a similar effect to the play-doh looking, growing worm things in this great Ditroit piece:
Wondering if someone could give me a little nudge in the right direction? Or a good place to start looking? Up against it a little so don't have a huge amount of dev time!
Cheers!

Greeting to everyone,
So basically I'm trying to achieve the same wireframe as diatom star. And afterwards, bake it with my main model in one piece.
It's should be sort of Voronoi pattern but a bit more organic and smooth.
Search through the Google. Find a bunch of videos where people achieve the exact same pattern. Unfortunately, there is no explanation about how they get it.
I'm a newbie in Houdini so don't judge me for my explanation.
I will attach main model and some other additional files.
Number 10 looks like what I'm looking for.
Main Model.hip
Main Shape.obj

I don't usually meddle with functions in VEX, but today decided to give it a go since I wanted to have some functions being used by other functions.
I'm having issues calling functions inside functions. The code below for example will trigger errors.
float foo(float a, b) {
a = clamp(a, 0, 1) ;
return a + b ;
}
float bar(float a, b) {
return foo(a+.1, b+.1) ;
}
And it can be "solved" in multiple ways:
If for example I comment out the clamp part it passes:
If instead I remove the +.1 from foo it works as well.
I have other examples where such simple corrections and the multiple corrections don't work or are not straightforward so what I'm after is understanding what's the main cause of this. Either I'm missing some method here ( I did try C++ style declaration / definition) or maybe there's some issue with calling a functions from a function.
Cheers
PRB_RFE_VEXFunctionCallBug.hiplc

Hey Everyone!
So the issue is... I am using Voronoi to fracture an object. The inside and outside faces are in two groups named 'inside' and 'outside'.
I'm using the 'assemble' node to pack the primitives however, doing this, it looses the 'inside' and 'outside' groups which I need to use later on.
Is there a way to use the assemble node and keep the groups?
Any advice is massively appreciated!
Thanks All!

Hi!
Houdini beginner here, I am trying to make a basic rain sim of rain interacting with an object and splashing on the ground making puddles. I am having a problem with the particles splashing on the ground, they are acknowledging that the ground is there but 50% of the particles splash against it but the rest go through it and splash just under it, i have tried using different things for the ground like a groundplane and geo but i keep getting the same problem.
Any suggestions or help would be amazing!
I Have attached the scene file if anyone would be amazing enough to have a quick look? Thank you in advance!
Rain_001.hipnc

I'm trying to set up a structure that allows me to import 2D images, PNG/Jpegs into Houdini.
Side FX has documentation for this: http://www.sidefx.com/docs/houdini11.0/io/ai
Researching this i came across a couple of tutorials, saying that if you want use images you should go for .eps files
This is the tutorial i tried to follow, since it covers the Adobe softwares:
I'm not sure what's going wrong, whenever i upload my images there doesn't seem to be an error, but I just can't find my imported asset.
Any ideas?
Cheers,
Callan de Keijzer
Desktop.zip

Hi!
I'm a student at NAD in Montreal and I'm trying to learn Houdini.
I have a project in which I need to simulate sand on top of a falling rocks RBD simulation, which is on top of a FEM sim. (The FEM is the deforming ground)
So I cached every collision objects with the CollisionSource node (with 4 substeps to match de grain solver).
Now, if I simulate the sand, it explode on random frames. (see flipbook here: password: sandsim
This is my second attempt and it still explode (at fist I used 10 substeps)
Does somebody have any ideas on what could be the issue?
Thanks
MountainGrowth_47.hipnc

Hi,
I search and read a lot of post on google/ODForce without really finding a answer to that. I trying to see how I can compress a fluid correctly. Just to illustrate one case from many others , I try to compress gas with a piston in to a cylinder. I know Houdini is more a artistic tool than a fluid analysis software but there a way to make divergence, density and pressure interact correctly ... or what I thinking is a correct bihavior? In the example hipfile I attach to this post , I expect to see the density and pressure increased proportionnally to the changed volume of the cylinder by the pushing piston (SIM_Compress geometry at obj level).
I figured out a lot of way to connect , inject , add , multiply combinations of density/divergence source without any good result ( "best" one attached to the post ).
Somebody have a idea ?
Thanks
compression_test_v001.hip

So ive been working on a particle disintegration for a couple days now and I just ran into a huge issue! My teacher said it looks like its produces sprite cards instead of particles! anyone have a way to make it work as needed? need simple particles instead of sprite cards! PLEASE HELP!!!

Hi guys,
I was hoping someone might have a clue here...I have a vop with an object running over an rbd simulation to activate pieces, the only problem is they seem to be becoming inactive again after being activated. So the basic question here is if there is a way to fix an attribute once it reaches a number (in this case 1) so it cant change back to 0?
Cheers!

Hello friends. I would like to ask you for help.
This is addressed primarily to those who want to model in Houdini.
As you know, I developed an Asset for Houdini called Flux. I was asked by many people to sell the asset for modeling called Modeler. So I decided to ask you.
Not everyone realizes that I decided to turn Flux into a full modeling plug-in with lots of features for both organic and hard surface.
Now about the problem. I and my family now have a lot of debts. This happened due to our imprudence. I can lose my computer (and not only) on which I develop tools.
I ask everyone who would like to model in Houdini, please buy the Flux 1.0 asset now.
When I finish working on the Modeler, you will be updated to Modeler 1.0 for free. I ask for help. Thank you in advance and sorry for the unusual request. It's really hard for me right now(
Gumroad link: https://gumroad.com/l/bIpqU
or PayPal account for donation: marielucie8489@gmail.com

Hello everyone,I encounter a problem, I load an object in my scene. I noticed that my shift in the viewer did focus my object, so I searched on the sidefx helpers (I link the url) "http://www.sidefx.com/docs/houdini/basics/view [www.sidefx.com] “The solution I could find was the ”space + G".He walked once.Arrived at a certain level of my work, I had to use the procedure previously done.I come to my big problem.My object disappeared, leaving room for red stripes on my node geometry. I can not find where the error came from … it is not for want of having tried yet. Do you have solutions? I link you my project and the picture of the problem.Thank you in advance
Pyro Smoke_v03.hip

Please, I just need a couple of pointers
I've been trying to set-up a pyro simulation, have some smoke rise up and collide with an rbdobject.
I've uploaded my hip file and written all my questions and problem explanations in there.
Plus I think that it's much easier to understand if you have my hip file instead of me trying to explain it here in text form. Please take a look at it.
The gist of it is :
The smoke has a temperature field. And I've wanted to lower the temperature field of the smoke that comes in contact with the geometry so I've come up with the idea to give the geometry it's own temperature field and tick the temperature merge option on the pyro solver. In order to create the geometries temperature field I plan to make a volume mask to mask out the smoke's temperature field so that i'm only working with the voxels that make up the geometry and then lower their values, the result will then be the geometries temperature field.
I've listed all the problems and explanations inside the hip file please take a look
Any suggestion is greatly appreciated
Thank you
Houdini_DOPs_pls_help.rar

Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced.
test_animated texture.rar

Hi, im start learning Houdini now, and im a noob.
I thought about start modeling something just to get some practice with the software, i have some modeling time in Maya so i decided that could be a great idea starting with it in houdini too, but i dont really know how to set a JPG as material so i can use it as blueprint, i found a way to snap a image in the background, but that wasnt exactly what i wanted. I just want o create a grid and use the blueprint to cover it so i can model from there.
Thanks in advance!

Hi node guys!
I have a question that i breaking my non-programing head.
I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way.
I'm not using FEM because it didnt work in this case, actually dont know why.
Thanks for any help or idea you can give me
Jason.